This mod adds an occasional, small event that motivates a colonist to craft a specific weapon or apparel unlocked by the recent research, granting a one-time quality boost if they follow through.
Introduction
It’s common for colonies to eventually settle into a “best-in-slot” mindset, crafting the same weapons and apparel over and over again. Even if a lot of modded weapons and apparel are available, this results in most of them never seeing use.
This mod was created to gently push players out of that comfort zone, only sometimes.
Details
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[*] When a research project is completed, newly unlocked weapons and apparel that have quality become potential motivation targets.
[*] Based on the number of available targets, there is a chance that one colonist gains a crafting motivation. One target is randomly selected. (50% at max)
[*] If the motivated colonist crafts the specified weapon or apparel within 8 in-game days, the item’s quality is increased by +2 levels.
[*] The motivated colonist is selected from available crafters, weighted by Crafting skill squared.
[*] Only one motivation can be active at a time. Existing motivations won't be overwritten. (The event will be skipped.)
[*] Independent with other incidents or events. Does not affect their chances or intervals.
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Compatibility
Works in my modlist, at least.